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While I am happy that the recent design changes are attempting to mix up Terran playstyles and builds, HSC seems to have proven they have not succeeded. I'm really happy that the Protoss redesign seems to be off to a good start, but I would like the same for Terran.
I'd like to get the ball rolling on how to tweak the already-made changes and add new ones. Underneath each is an idea of how to change the unit. Some of the ideas are not great, but I want to give a start.
1. The Raven will either need to be cheaper with its current changes, buildable off of a reactored starport, or redesigned again. It doesn't seem to be worth its cost, especially when you consider you're going to need to have a starport with a tech lab to produce it. - Allow a raven to build autoturrets for a cost?
2. The Ghost needs some kind of ability to give it more punch in the short term. If you open with ghosts, they give you about 30 seconds of cloak. - Give the ghost the ability to plant a bomb that destroys/heavily damages an enemy building?
3. The widow mine should have some advantage to being visible. It is now vulnerable when moving, and vulnerable when recharging. - Widow mine is a detector when unburrowed?
4. Hellion weakness: low dps vs. any armored unit. Hellbat weakness: one of the slowest units in the game. - Give hellbats the ability to stim.
5. Bunker rushing is terrible now. Terran has very low rush potential. - Allow barracks to be built before depot again. Or - Allow each bunker to be upgraded to neosteel frame individually (similar to the way Zerg can upgrade overlords individually) so you can invest in an even heavier bunker.
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Bunker rushing is terrible now. Terran has very low rush potential. - Allow barracks to be built before depot again. Or - Allow each bunker to be upgraded to neosteel frame individually (similar to the way Zerg can upgrade overlords individually) so you can invest in an even heavier bunker.
I like the idea bhind this, but I don't think necessarily that the rush potential is an issue. It's more the limitation on vialble openings. I'd love to see more design trials around the terran opening options. I would love to see how it would turn out if the barracks requirement would be removed from the factory.
I feel that it would be great to have ealier access to mech units. Other than a quick 111s I would not worry about tough all ins, because of the slowed down eco. Opening with hellions right of the bat would compansate for many changes hellions and their counter units received duing the evolution of the game by now.
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Did you by any chance play Command and Conquer: Red Alert 1?
While some of your points are true, I don't think feedback on this forum will ever reach any responsible team over at Blizzard's.
Good luck though~
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The idea of being able to go factory or barracks would realy open up terran's options in the early game. I wish bliz would implement this change.
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The ability to choose to build either factory or barracks after depot would solve a lot of the current issues. - It would positively affect the utility of hellions - It would address the mech opening problem in TvZ so that scouting and responding to roach/ravager isn't such an issue - It would help against the current chonoboosted starport problem in TvP
I have never played Command & Conquer at all! But the strange thing is after 7 years I almost enjoy talking about design as much as playing SC2.
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I think most of the ideas you have are game breaking.
The Widow was broken from the beginning, and is the reason I left the game as a Protoss player. Widow Mine drops weren't a show skill for the Terran player, and could deal game ending damage.
The Hellbat is plenty fast in Hellion mode. Giving it Stim would be game breaking, it'd shred anything light, including workers with ridiculous speed. We want to avoid adding anything with more speed to the game in general, because it lowers reaction times and ends up reducing the opportunities to display skillful gameplay.
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I seen 3 things which would concern me :-
1/ Infestors- this unit cant go live as it is, its bonkers good
2 / Cyclones - Whats the point of this unit , seriously either make it useful or remove it . Was one built in the tournament ?
3/ The Maps - Those maps are stupidly big , Terran is Donald Ducked unless they use medivacs to move their stuff around, which means they are forced to Bio
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For my terran wishlist I wish for one person on the blizz dev team who understands high level bio and mech play and doesn't butcher both at the same time.
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There are 2 fundamental problems with the new Raven. As a pure support unit, it has more similarities to a sentry or ghost than to its counterparts, the Viper and Oracle. While its cost is comparable to both of these units, its utility is dramatically lower. The fact that it requires the Starport and tech lab is a second problem. Imagine if an Oracle required a Robotics Facility or Fleet beacon to produce. Honestly the tech lab/reactor system works much better on Barracks and Factory than it does on the Starport.
The current Raven could be produced from a factory with a tech lab. Multiple flying units come from the Protoss Robotics Facility, so this seems reasonable to me.
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4. Hellion weakness: low dps vs. any armored unit. Hellbat weakness: one of the slowest units in the game. - Give hellbats the ability to stim.
only if they dont get to attack faster cause that would be redonkl
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On November 14 2017 06:13 Shakattak wrote: 4. Hellion weakness: low dps vs. any armored unit. Hellbat weakness: one of the slowest units in the game. - Give hellbats the ability to stim.
only if they dont get to attack faster cause that would be redonkl
Yeah that's reasonable, only a movement speed buff so they move with bio units. This has been the strangest thing about Hellbats ever since they've been introduced, you stim and your marines and marauders run out in front of the units they're supposed have tanking for them!
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If you revert the widow mine change, terran is back against Protoss and at least not too bad against zerg.
The bad, Protoss will open Stargate 95%, 5% robo for a warp prism supported all in, if widow mine is back. The patch was there to make protoss more diverse, which it did, but the cost is obvious, no fear for widow mines means the reintroduction of an insane amount of openings, just like in the time when widow mine made very limited splash damage and terran opened 3 barracks every game in HotS to counter a dozen all ins and still had hard times agains them.
Guess dev can either go the easy way, revert the Widow Mine and diminish the effects of the patch or they can try something else. But honestly, I dont see it, but thats luckily not my job.
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On November 14 2017 06:47 Clonester wrote: If you revert the widow mine change, terran is back against Protoss and at least not too bad against zerg.
The bad, Protoss will open Stargate 95%, 5% robo for a warp prism supported all in, if widow mine is back. The patch was there to make protoss more diverse, which it did, but the cost is obvious, no fear for widow mines means the reintroduction of an insane amount of openings, just like in the time when widow mine made very limited splash damage and terran opened 3 barracks every game in HotS to counter a dozen all ins and still had hard times agains them.
Guess dev can either go the easy way, revert the Widow Mine and diminish the effects of the patch or they can try something else. But honestly, I dont see it, but thats luckily not my job.
That's a good point. I would rather see widow mines reverted to a smaller splash radius and maybe attack more often than to be visible while recharging. Maybe this would help both Terran and Protoss to have multiple opening possibilities in TvP.
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Since they removed cloak from the widow mines until they arm again, possibly reduce the cooldown? They are complete shit in the new patch. At least give some sort of slight buff.
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buff marauders add land turrets
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On November 14 2017 04:09 BronzeKnee wrote: I think most of the ideas you have are game breaking.
The Widow was broken from the beginning, and is the reason I left the game as a Protoss player. Widow Mine drops weren't a show skill for the Terran player, and could deal game ending damage.
Protoss players continuosly whinning about terran ended up getting terran more nerfed in TvZ than in TvP.
Also WM weren't any more broken than any other broken thing in the game, if they wanted WM drops to be less punishing in TvP nerfing the mine into oblivion in TvZ wasn't the correct answer.
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On November 14 2017 04:23 Topdoller wrote: I seen 3 things which would concern me :-
1/ Infestors- this unit cant go live as it is, its bonkers good
2 / Cyclones - Whats the point of this unit , seriously either make it useful or remove it . Was one built in the tournament ?
3/ The Maps - Those maps are stupidly big , Terran is Donald Ducked unless they use medivacs to move their stuff around, which means they are forced to Bio i think cyclones are fine, in TvT they are good early game and they are useful against zerg and protoss all ins, thou the new stalker buff really hurts them vs Protoss
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On November 14 2017 06:20 Ransomstarcraft wrote:Show nested quote +On November 14 2017 06:13 Shakattak wrote: 4. Hellion weakness: low dps vs. any armored unit. Hellbat weakness: one of the slowest units in the game. - Give hellbats the ability to stim.
only if they dont get to attack faster cause that would be redonkl Yeah that's reasonable, only a movement speed buff so they move with bio units. This has been the strangest thing about Hellbats ever since they've been introduced, you stim and your marines and marauders run out in front of the units they're supposed have tanking for them!
Hell Bat speed would be okay, plus stim taking their health down would be an alright trade off. Would make banelings not so bad.
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On November 14 2017 04:09 BronzeKnee wrote: I think most of the ideas you have are game breaking.
The Widow was broken from the beginning, and is the reason I left the game as a Protoss player. Widow Mine drops weren't a show skill for the Terran player, and could deal game ending damage.
The Hellbat is plenty fast in Hellion mode. Giving it Stim would be game breaking, it'd shred anything light, including workers with ridiculous speed. We want to avoid adding anything with more speed to the game in general, because it lowers reaction times and ends up reducing the opportunities to display skillful gameplay.
you could simply build a cannon or two per mineral line
remember this is a fac+port harass, at least tier 2 level it's not so different from terran having to leave a small group of bio at home to handle prisms...why the complaints?
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On November 14 2017 01:54 Zulu23 wrote:Show nested quote +Bunker rushing is terrible now. Terran has very low rush potential. - Allow barracks to be built before depot again. Or - Allow each bunker to be upgraded to neosteel frame individually (similar to the way Zerg can upgrade overlords individually) so you can invest in an even heavier bunker. I like the idea bhind this, but I don't think necessarily that the rush potential is an issue. It's more the limitation on vialble openings. I'd love to see more design trials around the terran opening options. I would love to see how it would turn out if the barracks requirement would be removed from the factory. I feel that it would be great to have ealier access to mech units. Other than a quick 111s I would not worry about tough all ins, because of the slowed down eco. Opening with hellions right of the bat would compansate for many changes hellions and their counter units received duing the evolution of the game by now.
Y'all remember 5 rax reaper? They can't do that because they would have to re tweak the reaper again. proxy rax with reapers would snap early game against everything. Healing reapers and mines? that would be the worst thing ever.
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